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COMP30019 Graphics and Interaction Illumination Models Adrian Pearce Department of Computer Science and Software Engineering University of Melbourne The University of Melbourne Adrian Pearce University of Melbourne COMP30019 Graphics and


  1. COMP30019 Graphics and Interaction Illumination Models Adrian Pearce Department of Computer Science and Software Engineering University of Melbourne The University of Melbourne Adrian Pearce University of Melbourne COMP30019 Graphics and InteractionIllumination Models

  2. Lecture outline Adrian Pearce University of Melbourne COMP30019 Graphics and InteractionIllumination Models

  3. Introduction to illumination How does light interact with object surfaces? Aim: understand illumination models and surface properties for realistic shading. Reading: ◮ Foley Sections 14.1 Illumination models. Adrian Pearce University of Melbourne COMP30019 Graphics and InteractionIllumination Models

  4. Shading and illumination In real scenes, there is a variation of shading over object surfaces caused by ◮ surface material properties, ◮ orientation of surfaces, ◮ nature and direction of light sources, ◮ view direction and ◮ shadows. Adrian Pearce University of Melbourne COMP30019 Graphics and InteractionIllumination Models

  5. Surface types In order to create realistic renderings by computer graphics, we need to attempt to simulate this shading for different kinds of surfaces: ◮ self-luminous, ◮ transparent refractive, ◮ transparent translucent, ◮ reflective, ◮ diffuse (also body reflection or matte ), ◮ specular (aka surface reflection or gloss), ◮ textured (macrotexture versus microtexture). Adrian Pearce University of Melbourne COMP30019 Graphics and InteractionIllumination Models

  6. Surface examples ◮ Self lunious example is some kinds of jelly fish that glow in dark or radioactive isotopes ◮ Transparent refractive, – glass or water ◮ Transparent translucent – light interacts in more complex way, e.g scatters. ◮ reflection, either ◮ diffuse (body reflection), e.g. carpet ◮ specular (surface reflection), e.g. polished steel. ◮ These shading patterns can provide useful perceptual clues about the 3D structure of the scene. Adrian Pearce University of Melbourne COMP30019 Graphics and InteractionIllumination Models

  7. Isotropic surfaces In isotropic surfaces the relationship between the incoming (or incident) and outgoing (or reflected) direction of light is the same over the whole surface (otherwise anisotropic). Illumination models generally most often consider isotropic surfaces only, however: ◮ Certain kinds of material (such as velour) and certain rock or stone faces (look different depending on angle that you view them). ◮ As a result of asymmetric microtexture. Adrian Pearce University of Melbourne COMP30019 Graphics and InteractionIllumination Models

  8. Shading model versus illumination model There is a difference between the shading model and the illumination model used in rendering scenes, ◮ the illumination model captures how light sources interacts with object surfaces, and ◮ the shading model determines how to render the faces of each polygon in the scene. The shading model depends on illumination model, for example ◮ some shading models invoke an illumination model for every pixel (such as ray tracing), ◮ others only use the illumination model for some pixels and the shade the remaining pixels by interpolation (such as Gouraud shading). Adrian Pearce University of Melbourne COMP30019 Graphics and InteractionIllumination Models

  9. ◮ The illumination model is about determining how light sources interacts with object surfaces ◮ Whereas the shading model is about how to interpolate over the faces of polygons, given the illumination. Adrian Pearce University of Melbourne COMP30019 Graphics and InteractionIllumination Models

  10. The choice of illumination model will generally be a compromise between modelling the physics fully, and the computational cost. ◮ Simple illumination models do not consider shadows, reflections or photon-based effects (such as radiosity). ◮ In full ray tracing one considers all rays of light and their recursive interaction between each object —very computationally complex! ◮ In limit can’t model exactly since (ray tracing is undecidable: not Turing computable), so have to make decision about model limitations no matter what, e.g. how many time will we recurse (in other words how many times will we allow for re-reflection) ? Adrian Pearce University of Melbourne COMP30019 Graphics and InteractionIllumination Models

  11. Ambient illumination The simplest kind of shading is that from ambient illumination, that is, light that comes uniformly from all directions. The radiated light intensity I at a point on a surface depends on the intensity of the illumination I a , and on the reflectivity k a (or albedo ) of the surface—the fraction of the incoming light which the object reflects, near zero for black objects, near one for white objects. Thus I = I a k a Ambient illumination is mathematically an extended form of Lambertian reflection, integrating contributions from an infinite number of infinitesimal point light sources in all directions, instead of a single point light source. Adrian Pearce University of Melbourne COMP30019 Graphics and InteractionIllumination Models

  12. In ambient shading assume that light comes uniformly from all directions (average of full rendering case). ◮ Involves integrating contributions from an infinite number of infinitesimal point light sources in all directions. ◮ Radiated light intensity I at a point on a surface depends on the intensity of illumination I a and reflectivity, or albedo, of the surface k a . Adrian Pearce University of Melbourne COMP30019 Graphics and InteractionIllumination Models

  13. Diffuse (Lambertian) reflection When a ray of light hits a surface, some fraction of it penetrates some way into the body of the object, where it is scattered (and may interact with coloured pigment particles). Eventually, some of the light is reradiated more-or-less uniformly in all directions. For a given surface, the brightness depends only on the angle θ between the direction ¯ L to the light source and the surface normal ¯ N (Foley Figure 14.01). N L θ Adrian Pearce University of Melbourne COMP30019 Graphics and InteractionIllumination Models

  14. ◮ The brightness depends only on the angle θ between the direction ¯ L to the light source and the surface normal ¯ N . ◮ This is the so-called Lambertian reflection (or matte , or diffuse or body reflection—all these terms are used.) ◮ In Lambertian reflection light is re-radiated uniformly in all directions. Adrian Pearce University of Melbourne COMP30019 Graphics and InteractionIllumination Models

  15. We assume that the light source is a point , so that over a tiny patch of surface, all the incident light rays are effectively parallel. (This will be approximated, in practice, by a small light source, like a light globe, which is reasonably far away.) The intensity of light re-radiated from a tiny patch of surface depends on the intensity I p of the incoming light from the point light source, on how much of this light is intercepted by the surface patch, and on the reflectivity k d (or albedo) of the surface. If the surface patch is facing full-on to the light source, then it will intercept the maximum amount of light. As the patch turns away from the light , it will intercept less of the light, following a cosine law, cos θ , where θ is the angle between the local surface normal, and the direction to the light source. Adrian Pearce University of Melbourne COMP30019 Graphics and InteractionIllumination Models

  16. The diffuse (or Lambertian) illumination equation is therefore I = I p k d cos θ This cosine can be expressed as a scalar product, thus the Lambertian contribution to the total intensity is I = I p k d ( ¯ N · ¯ L ) where ¯ L and ¯ N are unit vectors in the directions, respectively, of the light source and of the surface normal. Adrian Pearce University of Melbourne COMP30019 Graphics and InteractionIllumination Models

  17. Independence of surface orientation For a given small surface patch, the amount of light radiated towards the viewer is greatest when the surface normal is pointing straight at the viewer, and falls off according to a cosine law as the surface slants away from the viewer. However, at the same time, for a given visual angle subtended at the viewer, more of the surface is seen within that angle as the surface slants away from the viewer, again according to a cosine law. These two effects exactly compensate, so, overall, Lambertian reflection is independent of surface orientation with respect to the viewer. Adrian Pearce University of Melbourne COMP30019 Graphics and InteractionIllumination Models

  18. Light beam shown in 2D cross-section (Foley Figure 14.02). N N θ 90 −θ dA dA cos θ Surface 1 Surface 2 Adrian Pearce University of Melbourne COMP30019 Graphics and InteractionIllumination Models

  19. ◮ At angle of incidence of θ , less light is radiated towards the viewer, according to I = I p k d cos θ , however, ◮ a greater are is intercepted according to dA cos θ . Adrian Pearce University of Melbourne COMP30019 Graphics and InteractionIllumination Models

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